# Set up multiple Cinemachine Cameras and transitions Set up a Cinemachine environment with multiple Cinemachine Cameras and manage [camera control and transitions](concept-camera-control-transitions.md): * Create multiple Cinemachine Cameras with different properties, * Manage Cinemachine Camera transitions in the Cinemachine Brain, and * Test the Live camera activation mechanism and transitions in Play mode. > [!NOTE] > Your Scene must include only one Unity Camera – a GameObject with a [Camera](https://docs.unity3d.com/Manual/class-Camera.html) component. ## Add Cinemachine Cameras 1. In the Scene view, [navigate the Scene](https://docs.unity3d.com/Manual/SceneViewNavigation.html) to get the point of view you want to frame with one Cinemachine Camera. 2. In the Unity menu, select **GameObject** > **Cinemachine** > **Cinemachine Camera**. Unity adds a new GameObject with a [Cinemachine Camera](CinemachineCamera.md) component and a Transform that matches the latest position and orientation of the Scene view camera. At this point, you can also [verify](setup-cinemachine-environment.md#verify-the-cinemachine-brain-presence) that the Unity Camera includes a [Cinemachine Brain](CinemachineBrain.md) component. 3. Continue to navigate the Scene and create a few additional Cinemachine Cameras the same way but with different positions and rotations. 4. Name the Cinemachine Cameras in a way you can easily identify them in the future. ## Manage transitions between Cinemachine Cameras 1. In the Hierarchy, select your Unity Camera – the GameObject that includes the Camera component. 2. In the Inspector, in the [Cinemachine Brain](CinemachineBrain.md) component: * Select a **Default Blend** to use between all Cinemachine Cameras, OR * Create and target an asset that defines **Custom Blends** to use between specific pairs of Cinemachine Cameras. ## Test the transitions in Play mode 1. Enter [Play mode](https://docs.unity3d.com/Manual/GameView.html). 2. Change the [active status](https://docs.unity3d.com/Manual/class-GameObject.html) of each Cinemachine Camera GameObject in turn to see how they blend between each other according to the way you've set up the Cinemachine Brain. 3. Exit Play mode. ## Next steps Here are potential tasks you might want to do now: * [Create a Cinemachine Camera with procedural behavior: example for a camera that follows a character](setup-procedural-behavior.md). * [Manage a choreographed sequence of Cinemachine Camera shots with Timeline](setup-timeline.md).